Apart from being, to me, an amazing story about human ingenuity, and proof that future resource constraints will just make humanity cleverer and more ambitious in all manner of ways - there are two things about the story that strike a chord with me.
If you look back historically at what has caused humanity to make its largest investments in exploration and in transportation, it has been going after resources, whether it's the Europeans going after the spice routes or the American settlers looking toward the west for gold, oil, timber or land.That's an elementary lesson in setting design (people don't settle new lands for the hell of it), but also for game design. What do characters do in a Traveller game? Go after resources, or do something related to that. How will society develop? It will be focused on resources. So the message to GMs is: think about where the resources are in your subsector and how they are connected. Everything should come after that.
Water from asteroids could be broken down in space to liquid oxygen and liquid hydrogen for rocket fuel. Water is very expensive to get off the ground so the plan is to take it from an asteroid to a spot in space where it can be converted into fuel.This ties oddly into conversations I've been having by email with Patrick recently, but the future is water. I don't think we'd end up using ice as currency, because it would be too useful as fuel (it's a bit like using steel for currency a la Dragonlance), but you can easily imagine wars over otherwise completely insignificant icy rocks orbiting Uranus some time in our semi-distant future, can't you?